ryokoalways Report post Posted September 26, 2009 Hakumen: 4c ground counter seems to have same effect as 6a counter. Share this post Link to post Share on other sites
ryokoalways Report post Posted September 26, 2009 Tsubaki: movelist Unable to make out what the supers say. 閃ク壱ノ撃 236 光ヲ断ツ剣 214 風ヲ凪グ剣 22 空ヲ突ク槍 623 空ニ閃ク光 空中236 空ヲ駆ル翼 空中623 Share this post Link to post Share on other sites
ryokoalways Report post Posted September 26, 2009 Removed: not new litchi combo. Share this post Link to post Share on other sites
ryokoalways Report post Posted September 26, 2009 Ragna: regular 6b combo was 4.1k. Now it is 3.3k Share this post Link to post Share on other sites
Dakanya Report post Posted September 26, 2009 Litchi: New combo I think 5B>5C>一通下段(any low?)>低空中(low air)>2C(JC)>JBCD>空ダ(AD)>JC>着地(land)>6C>燕(tsubame)>6C>3C 5B>5C>ittsuuC(41236D~C)>TK chun/j7 chun/etc>2C>jc>JBCD>airdash>JC>land>6C>tsubame>6C>3C this is actually her midscreen bnb from before continuum shift Share this post Link to post Share on other sites
ryokoalways Report post Posted September 26, 2009 Thanks, removed. Share this post Link to post Share on other sites
Bloodcrave Report post Posted September 26, 2009 ragna's new move hits for 4 hits maximum, this was tested on standing tager slight disadvantage after opponent blocks it, noel and ragna both 2P after she blocks the new move and noel's 2P won with a CH Share this post Link to post Share on other sites
ryokoalways Report post Posted September 26, 2009 Tager: new move 4d has slight advantage on hit (so recovery is acceptable I guess). combos into sledge and spark, may be able to create something that can be used regularly. Share this post Link to post Share on other sites
ryokoalways Report post Posted September 26, 2009 Tsubaki: Big one All specials ground 236 a-d OS rock it. A does not slide, c slides. D closes distance extremely fast. ground 22 a-d Seems to be some kind of basic attack? Need to check this one. Doesn't seem to link from 5c Ground 214 a-d charge forward with shield, links from 5c. ground 623 a-d dp, probably has invincibility air 236 a-d The dive, it looks like. For approaching. air 214 a-d For comboing, not sure what it is though. ground 236236 c-d Apparently two slightly different variations. Need to check what they do exactly. 5A→standing punch, probably can't hit crouching 5B→wings come out of shield. Probably the longest attack of 5b class. 5C・has follow up, reach seems really short. 2A→didn't get to use 2B→a low, links into 5b 2C→extend wings upwards, probably aa 6A→overhead 6B→low, like arakune's 6b (the hell?)。 6C→slam forward with shield, looks like tager's sledge。 JA→didn't get to use JB→not sure what this is. JC→sowrd stab downward, seems to have good hitbox. jb > jc > jb > jc is legit combo Share this post Link to post Share on other sites
ryokoalways Report post Posted September 26, 2009 Everyone having auto meter gain is just for loc test. Not official, but this is the general sentiment. Hakumen's meter gain should be same as old, no one else has meter gain. Edit: Another part regarding this: People are wondering if Arcsys is aiming for a quicker release of this game because of that method. Generally you wouldn't need to apply auto meter gain unless you want to speed up the process. Again, the main argument is this overall system change would make no sense (hense for some purpose in loc test), but no one knows exactly why they are doing it. Share this post Link to post Share on other sites
steve0 Report post Posted September 26, 2009 Character Portraits and Info: Tsubaki, Ragna, Jin, Noel, Litchi, Arakune, and BANG. http://moetron.com/newimages/20090926_blazblue04.jpeg Noel, Tager, Taokaka, and Rachel. http://moetron.com/newimages/20090926_blazblue002.jpeg BANG, Carl, Hakumen, and Lambda 11? (Did I get that right?) http://moetron.com/newimages/20090926_blazblue003.jpeg Share this post Link to post Share on other sites
DaiAndOh Report post Posted September 26, 2009 ATTENTION EVERYONE. DO NOT POST ANYTHING IN THIS THREAD OTHER THAN POTENTIAL CHANGES/NEW THINGS THAT YOU FOUND FROM OTHERS/DISCOVERED FROM BEING THERE. PLEASE TAKE ALL THOUGHTS AND DISCUSSION TO THE GENERAL DISCUSSION THREAD Share this post Link to post Share on other sites
Spirit Juice Report post Posted September 26, 2009 ATTENTION EVERYONE. DO NOT POST ANYTHING IN THIS THREAD OTHER THAN POTENTIAL CHANGES/NEW THINGS THAT YOU FOUND FROM OTHERS/DISCOVERED FROM BEING THERE. PLEASE TAKE ALL THOUGHTS AND DISCUSSION TO THE GENERAL DISCUSSION THREAD I went ahead and added this to the top of stunedge's post in blue color. Now no one new to the thread has ANY excuse to post ANYTHING other than information related. Share this post Link to post Share on other sites
ryokoalways Report post Posted September 26, 2009 Hakumen: DA doesn't require follow up hit. Not certain, need to test. Share this post Link to post Share on other sites
ryokoalways Report post Posted September 26, 2009 Nu: 5dd and 4dd no longer jump cancellable. 2dd still jump cancellable. 5dd > sickle combos. act pulsr A- forward movement special. The old act pulsr act pulsr B- forward movement attack special. low hit, combo from 5dd ok. act pulsr C-forward movement attack special. Not sure high or low. can combo into 2dd (probably launches then). all act pulsr does not appear to have upper body invincibility. Share this post Link to post Share on other sites
stunedge Report post Posted September 27, 2009 Updated the top thread it should contain almost everything summarized from the first day deleted some fake information Share this post Link to post Share on other sites
ryokoalways Report post Posted September 27, 2009 Rachel: completely cannot combo into frog (because frog will not attack when opponent is downed). Nu: attack speed decrease in general it seems. Carl: new projectile is brokes as all hell at first glance (not sure why). Share this post Link to post Share on other sites
Doom Dragon 103 Report post Posted September 27, 2009 EDDDDDDDDDDDDDDDDDIT Shit don't think I'm allowed to post here Share this post Link to post Share on other sites
ryokoalways Report post Posted September 27, 2009 Bang: Furinkazan buff parameters appear to have changed. One thing worth noting is that the moves seems to be faster during furinkazan. You can terminate 6d before actual hit comes out (if you GP something). I think that's what he meant. This is for furinkazan. New super, confirmed to have more or less no range. Share this post Link to post Share on other sites
ryokoalways Report post Posted September 27, 2009 Ragna(and to a lesser extent, rachel related): Due to change in rachel's size/hitbox, tk bandit revolver can hit her. The combo the guy did is 6d > jd > revolver in the corner. It appears revolver is the move that's scaling the damage for ragna's combos. Berial edge beats rachel's 6a. Share this post Link to post Share on other sites
ryokoalways Report post Posted September 27, 2009 bang: 6c will hit all characters when they are standing. Share this post Link to post Share on other sites
stunedge Report post Posted September 27, 2009 # Japanese only but still helpful info Survey on the official BLAZBLUE site is: http://my.formman.com/form/pc/RqpdwmVZLb736fox/ send your thought, suggestion for future changes Share this post Link to post Share on other sites
Soothesayer Report post Posted September 27, 2009 http://www.akiba-ch.com/?p=1285 Someone discusses their experience with Tsubaki a bit, kind of brief and vague but she's not exactly going to be as newb central as the director initially made her sound, since her drive is somewhat difficult to do. He also notes that there's a slot for 1 new character. 1. Share this post Link to post Share on other sites
stunedge Report post Posted September 27, 2009 seems like theres only one spot left for new character on the character select screen Share this post Link to post Share on other sites
Bloodcrave Report post Posted September 27, 2009 tk GH has always been able to hit on crouching rachel, after reading the post from the blazblue bbs i think the poster is referring to normal GH Share this post Link to post Share on other sites